46,473 research outputs found

    Context for Ubiquitous Data Management

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    In response to the advance of ubiquitous computing technologies, we believe that for computer systems to be ubiquitous, they must be context-aware. In this paper, we address the impact of context-awareness on ubiquitous data management. To do this, we overview different characteristics of context in order to develop a clear understanding of context, as well as its implications and requirements for context-aware data management. References to recent research activities and applicable techniques are also provided

    SDL based validation of a node monitoring protocol

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    Mobile ad hoc network is a wireless, self-configured, infrastructureless network of mobile nodes. The nodes are highly mobile, which makes the application running on them face network related problems like node failure, link failure, network level disconnection, scarcity of resources, buffer degradation, and intermittent disconnection etc. Node failure and Network fault are need to be monitored continuously by supervising the network status. Node monitoring protocol is crucial, so it is required to test the protocol exhaustively to verify and validate the functionality and accuracy of the designed protocol. This paper presents a validation model for Node Monitoring Protocol using Specification and Description Llanguage (SDL) using both Static Agent (SA) and Mobile Agent (MA). We have verified properties of the Node Monitoring Protocol (NMP) based on the global states with no exits, deadlock states or proper termination states using reachability graph. Message Sequence Chart (MSC) gives an intuitive understanding of the described system behavior with varying node density and complex behavior etc.Comment: 16 pages, 24 figures, International Conference of Networks, Communications, Wireless and Mobile 201

    Supporting ethnographic studies of ubiquitous computing in the wild

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    Ethnography has become a staple feature of IT research over the last twenty years, shaping our understanding of the social character of computing systems and informing their design in a wide variety of settings. The emergence of ubiquitous computing raises new challenges for ethnography however, distributing interaction across a burgeoning array of small, mobile devices and online environments which exploit invisible sensing systems. Understanding interaction requires ethnographers to reconcile interactions that are, for example, distributed across devices on the street with online interactions in order to assemble coherent understandings of the social character and purchase of ubiquitous computing systems. We draw upon four recent studies to show how ethnographers are replaying system recordings of interaction alongside existing resources such as video recordings to do this and identify key challenges that need to be met to support ethnographic study of ubiquitous computing in the wild

    SpaceSemantics: an architecture for modeling environments

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    The notion of modeling location is fundamental to location awareness in ubiquitous computing environments. The investigation of models and the integration with the myriad of location sensing technologies makes for a challenging discipline. Despite notable development of location models, we believe that many challenges remain unresolved. Complexity and scalability, diverse environments coupled with various sensors and managing the privacy and security of sensitive information are open issues. In this paper we discuss our previous experience combining location sensing with mobile agents and how the lessons learnt have lead to the conception of SpaceSemantics, an open architecture for modeling environments

    Heuristic Evaluation for Serious Immersive Games and M-instruction

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    © Springer International Publishing Switzerland 2016. Two fast growing areas for technology-enhanced learning are serious games and mobile instruction (M-instruction or M-Learning). Serious games are ones that are meant to be more than just entertainment. They have a serious use to educate or promote other types of activity. Immersive Games frequently involve many players interacting in a shared rich and complex-perhaps web-based-mixed reality world, where their circumstances will be multi and varied. Their reality may be augmented and often self-composed, as in a user-defined avatar in a virtual world. M-instruction and M-Learning is learning on the move; much of modern computer use is via smart devices, pads, and laptops. People use these devices all over the place and thus it is a natural extension to want to use these devices where they are to learn. This presents a problem if we wish to evaluate the effectiveness of the pedagogic media they are using. We have no way of knowing their situation, circumstance, education background and motivation, or potentially of the customisation of the final software they are using. Getting to the end user itself may also be problematic; these are learning environments that people will dip into at opportune moments. If access to the end user is hard because of location and user self-personalisation, then one solution is to look at the software before it goes out. Heuristic Evaluation allows us to get User Interface (UI) and User Experience (UX) experts to reflect on the software before it is deployed. The effective use of heuristic evaluation with pedagogical software [1] is extended here, with existing Heuristics Evaluation Methods that make the technique applicable to Serious Immersive Games and mobile instruction (M-instruction). We also consider how existing Heuristic Methods may be adopted. The result represents a new way of making this methodology applicable to this new developing area of learning technology

    Minimization of Handoff Failure Probability for Next-Generation Wireless Systems

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    During the past few years, advances in mobile communication theory have enabled the development and deployment of different wireless technologies, complementary to each other. Hence, their integration can realize a unified wireless system that has the best features of the individual networks. Next-Generation Wireless Systems (NGWS) integrate different wireless systems, each of which is optimized for some specific services and coverage area to provide ubiquitous communications to the mobile users. In this paper, we propose to enhance the handoff performance of mobile IP in wireless IP networks by reducing the false handoff probability in the NGWS handoff management protocol. Based on the information of false handoff probability, we analyze its effect on mobile speed and handoff signaling delay.Comment: 16 Page

    Mobility is the Message: Experiments with Mobile Media Sharing

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    This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system – Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today. Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffman’s understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhan’s way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility. While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in people’s everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse at what this future will look like
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